Search found 11 matches

by dandielo
Wed Feb 15, 2017 7:16 pm
Forum: Development tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 35237

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

A rewrite and cleanup of an codebase is nothing bad, it even tends do be a good decision overall because it makes coding easier and more pleasant, and for such a project it's important that it doesn't feel clunky, its your "toy" overall. Keep up the good work, and don't be afraid of rewrit...
by dandielo
Tue Feb 07, 2017 5:59 am
Forum: Texture Packs
Topic: Discarded and/or unused
Replies: 20
Views: 16792

Re: Discarded and/or unused

Man you'r just awesome! Thanks! :D
by dandielo
Sun Feb 05, 2017 9:34 pm
Forum: Modding discussion
Topic: find_non_colliding_position
Replies: 4
Views: 2144

Re: find_non_colliding_position

Seems to me that the "table" accepting functions are there because you don't need to fill all the fields, where for a regular function it forces you to call it with all arguments. I might be wrong on this one :P
by dandielo
Wed Jan 18, 2017 6:32 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] [DONE] train stats editor
Replies: 12
Views: 3588

Re: [REQUEST] [EASY] train stats editor

It's stopped working because lua does recognize dashes (-) as a language construct in this case a minus sign. So your line says, "data.raw.cargo" (minus) "wagon['cargo-wagon']" which gives you an error. However you can replace a 'field name' with a string in brackets, so the solu...
by dandielo
Mon Jan 16, 2017 10:47 pm
Forum: Balancing
Topic: Factorio Needs More Recipe Types
Replies: 17
Views: 8390

Re: Factorio Needs More Recipe Types

Every time that something new is added to Factorio, I get excited because that means I can automate something new. It means that I have to develop my supply chain and factory to be ever more complex. However, that excitement is often fleeting as it is very easy to automate most new items. In this s...
by dandielo
Mon Jan 16, 2017 6:21 pm
Forum: Texture Packs
Topic: [Request][Sawmill] Dytech Sawmill and greenhouse update
Replies: 0
Views: 1985

[Request][Sawmill] Dytech Sawmill and greenhouse update

Hey there, I know that there is still my first topic waiting for someone to be resolved (or not) anyway I've got another request this time with a building I'm right now redefining the "sawmill" and "greenhouse" machines and would like to have a bit better machines for them so I w...
by dandielo
Fri Jan 13, 2017 7:16 pm
Forum: Texture Packs
Topic: [Request][Icons] Assembly bots and gearboxes
Replies: 1
Views: 2525

[Request][Icons] Assembly bots and gearboxes

Hey there, I'm right now working od the DyTech mod pack trying to give it a second live and slowly trying to update parts of it and right now I would need to update some icons, Assembly bots (from mk 1 to mk 7) Gearboxes (from mk 1 to mk 5) The assembly robot icons should have some kind of factorio ...
by dandielo
Mon Apr 04, 2016 7:51 am
Forum: Mods
Topic: [0.11.6]Filtered Splitters - Huge stability boost!
Replies: 88
Views: 93808

Re: [0.11.6]Filtered Splitters - Huge stability boost!

Found a small bug with error reporting during multiplayer (along the fact that there was an error with splitter ID's) The message you get refers to the line 409 in control.lua and tells us we cannot use the 'game.player' property in a multiplayer game. If anyone comes along this issue, you can chang...
by dandielo
Fri Apr 01, 2016 12:47 am
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 104458

Re: [MOD 0.12.x] Smarter Circuitry

Hey there, I was playing around your mod a bit and got after some time a weird bug with 'sensors' Actually the bug report was telling me something about no 'x' key in the LuaEntity class, so I've looked into your code a bit and made a fix for it (seems like you got that bug earlier too) Link to the ...
by dandielo
Wed Mar 30, 2016 9:30 pm
Forum: Mods
Topic: [MOD 0.12.x] Searching flashlight
Replies: 24
Views: 17950

Re: [MOD 0.12.x] Searching flashlight

Hey there I've just got a small bug with this mod, this occurred in a MP session, when my friend got disconnected, I've quickly checked the code and added an additional check if a player is connected. -- Changed this if not players[i].vehicle and players[i].selected and players[i].character and not ...

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